ui & pp gpu layer updates

This commit is contained in:
jacob 2025-12-08 11:39:27 -06:00
parent ed74c5cea5
commit 9e8dcba2d3
25 changed files with 498 additions and 373 deletions

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@ -628,7 +628,7 @@
#define CompLit(cstr_lit) { .len = (sizeof((cstr_lit)) - 1), .text = (u8 *)(cstr_lit) } #define CompLit(cstr_lit) { .len = (sizeof((cstr_lit)) - 1), .text = (u8 *)(cstr_lit) }
#define StringFromPointers(p0, p1) ((String) { (u8 *)(p1) - (u8 *)(p0), (u8 *)p0 }) #define StringFromPointers(p0, p1) ((String) { (u8 *)(p1) - (u8 *)(p0), (u8 *)p0 })
#define StringFromStruct(ptr) ((String) { sizeof(*(ptr)), (u8 *)(ptr) }) #define StringFromStruct(ptr) ((String) { sizeof(*(ptr)), (u8 *)(ptr) })
#define StringFromArena(arena) (STRING((arena)->pos, ArenaBase(arena))) #define StringFromArena(arena) (STRING((arena)->pos, ArenaFirst(arena, u8)))
/* String from static array */ /* String from static array */
#define StringFromArray(a) \ #define StringFromArray(a) \

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@ -38,7 +38,7 @@ template<typename T> RWTexture3D<T> RWTexture3DFromHandle(RWTexture3DHand
SamplerState SamplerStateFromHandle(SamplerStateHandle h) { return SamplerDescriptorHeap[NonUniformResourceIndex(h.v)]; } SamplerState SamplerStateFromHandle(SamplerStateHandle h) { return SamplerDescriptorHeap[NonUniformResourceIndex(h.v)]; }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Texture dimension helpers //~ Dimension helpers
u32 Count1D(Texture1D tex) u32 Count1D(Texture1D tex)
{ {
@ -85,6 +85,29 @@ Vec3U32 Count3D(RWTexture3D<T> tex)
return result; return result;
} }
////////////////////////////////////////////////////////////
//~ Color helpers
Vec4 Vec4FromU32(u32 v)
{
Vec4 result;
result.x = ((v >> 0) & 0xFF) / 255.0;
result.y = ((v >> 8) & 0xFF) / 255.0;
result.z = ((v >> 16) & 0xFF) / 255.0;
result.w = ((v >> 24) & 0xFF) / 255.0;
return result;
}
u32 U32FromVec4(Vec4 v)
{
u32 result;
result |= (((u32)(v.x * 255.0)) & 0xFF) << 0;
result |= (((u32)(v.y * 255.0)) & 0xFF) << 8;
result |= (((u32)(v.z * 255.0)) & 0xFF) << 16;
result |= (((u32)(v.w * 255.0)) & 0xFF) << 24;
return result;
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Vertex ID helpers //~ Vertex ID helpers

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@ -69,8 +69,8 @@
#define FLOOD_DEBUG 0 #define FLOOD_DEBUG 0
#define GPU_DEBUG 0 #define GPU_DEBUG 1
#define GPU_DEBUG_VALIDATION 0 #define GPU_DEBUG_VALIDATION 1
/* If enabled, bitbuffs will insert/verify magic numbers & length for each read & write */ /* If enabled, bitbuffs will insert/verify magic numbers & length for each read & write */
#define BITBUFF_DEBUG 0 #define BITBUFF_DEBUG 0

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@ -23,9 +23,7 @@ void GPU_StartupCommon(void)
u16 quad_data[6] = { 0, 1, 2, 0, 2, 3 }; u16 quad_data[6] = { 0, 1, 2, 0, 2, 3 };
GPU_ResourceHandle quad_indices = GPU_PushBuffer(gpu_perm, u16, countof(quad_data)); GPU_ResourceHandle quad_indices = GPU_PushBuffer(gpu_perm, u16, countof(quad_data));
GPU_CopyCpuToBuffer(cl, quad_indices, 0, quad_data, RNGU64(0, sizeof(quad_data))); GPU_CopyCpuToBuffer(cl, quad_indices, 0, quad_data, RNGU64(0, sizeof(quad_data)));
g->quad_indices.resource = quad_indices; g->quad_indices = GPU_IdxBuff16(quad_indices);
g->quad_indices.index_size = sizeof(quad_data[0]);
g->quad_indices.index_count = countof(quad_data);
} }
/* TODO: Init noise texture */ /* TODO: Init noise texture */
@ -70,18 +68,16 @@ GPU_ArenaHandle GPU_PermArena(void)
//- Cpu -> Gpu copy //- Cpu -> Gpu copy
StructuredBufferHandle GPU_PushStructuredBufferFromCpu_(GPU_ArenaHandle gpu_arena, GPU_CommandListHandle cl, void *src, u32 element_size, u32 element_count) GPU_ResourceHandle GPU_PushBufferFromCpu(GPU_ArenaHandle gpu_arena, GPU_CommandListHandle cl, String src)
{ {
u64 size = (u64)element_size * (u64)element_count; GPU_ResourceHandle buffer = GPU_PushBufferEx(gpu_arena, (GPU_BufferDesc) { .size = src.len });
GPU_ResourceHandle buffer = GPU_PushBufferEx(gpu_arena, (GPU_BufferDesc) { .size = size }); GPU_CopyCpuToBuffer(cl, buffer, 0, src.text, RNGU64(0, src.len));
GPU_CopyCpuToBuffer(cl, buffer, 0, src, RNGU64(0, size));
StructuredBufferHandle structured_buffer = GPU_PushStructuredBufferHandleEx(gpu_arena, buffer, element_size, RNGU32(0, element_count));
GPU_MemorySync( GPU_MemorySync(
cl, buffer, cl, buffer,
GPU_Stage_None, GPU_Access_None, GPU_Stage_Copy, GPU_Access_CopyWrite,
GPU_Stage_AllShading, GPU_Access_ShaderRead GPU_Stage_AllShading, GPU_Access_ShaderRead
); );
return structured_buffer; return buffer;
} }
//- Viewport / scissor //- Viewport / scissor

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@ -25,9 +25,7 @@ GPU_ArenaHandle GPU_PermArena(void);
//- Cpu -> Gpu copy //- Cpu -> Gpu copy
StructuredBufferHandle GPU_PushStructuredBufferFromCpu_(GPU_ArenaHandle gpu_arena, GPU_CommandListHandle cl, void *src, u32 element_size, u32 element_count); GPU_ResourceHandle GPU_PushBufferFromCpu(GPU_ArenaHandle gpu_arena, GPU_CommandListHandle cl, String src);
#define GPU_PushStructuredBufferFromCpu(gpu_arena, cl, ptr, count) \
GPU_PushStructuredBufferFromCpu_((gpu_arena), (cl), (ptr), sizeof(*ptr), count);
//- Viewport / scissor //- Viewport / scissor

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@ -495,9 +495,6 @@ void GPU_Startup(void);
GPU_ArenaHandle GPU_AcquireArena(void); GPU_ArenaHandle GPU_AcquireArena(void);
void GPU_ReleaseArena(GPU_ArenaHandle arena); void GPU_ReleaseArena(GPU_ArenaHandle arena);
void GPU_ResetArena(GPU_CommandListHandle cl, GPU_ArenaHandle arena);
void GPU_ResetArenaFromQueue(GPU_QueueKind queue, GPU_ArenaHandle arena);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ @hookdecl Resource //~ @hookdecl Resource
@ -544,7 +541,7 @@ GPU_ResourceHandle GPU_PushSampler(GPU_ArenaHandle arena, GPU_SamplerDesc desc);
} \ } \
) )
//- Shader resource handle creation //- Shader handle creation
StructuredBufferHandle GPU_PushStructuredBufferHandleEx (GPU_ArenaHandle arena, GPU_ResourceHandle resource, u32 element_size, RngU32 element_range); StructuredBufferHandle GPU_PushStructuredBufferHandleEx (GPU_ArenaHandle arena, GPU_ResourceHandle resource, u32 element_size, RngU32 element_range);
RWStructuredBufferHandle GPU_PushRWStructuredBufferHandleEx (GPU_ArenaHandle arena, GPU_ResourceHandle resource, u32 element_size, RngU32 element_range); RWStructuredBufferHandle GPU_PushRWStructuredBufferHandleEx (GPU_ArenaHandle arena, GPU_ResourceHandle resource, u32 element_size, RngU32 element_range);
@ -559,6 +556,11 @@ SamplerStateHandle GPU_PushSamplerStateHandle (GPU_ArenaHandle
#define GPU_PushStructuredBufferHandle(arena, resource, type) GPU_PushStructuredBufferHandleEx((arena), (resource), sizeof(type), RNGU32(0, GPU_CountBuffer((resource), type))) #define GPU_PushStructuredBufferHandle(arena, resource, type) GPU_PushStructuredBufferHandleEx((arena), (resource), sizeof(type), RNGU32(0, GPU_CountBuffer((resource), type)))
#define GPU_PushRWStructuredBufferHandle(arena, resource, type) GPU_PushRWStructuredBufferHandleEx((arena), (resource), sizeof(type), RNGU32(0, GPU_CountBuffer((resource), type))) #define GPU_PushRWStructuredBufferHandle(arena, resource, type) GPU_PushRWStructuredBufferHandleEx((arena), (resource), sizeof(type), RNGU32(0, GPU_CountBuffer((resource), type)))
//- Index buffer creation
#define GPU_IdxBuff16(_res) ((GPU_IndexBufferDesc) { .resource = (_res), .index_size = 2, .index_count = (GPU_CountBuffer((_res), i16)) })
#define GPU_IdxBuff32(_res) ((GPU_IndexBufferDesc) { .resource = (_res), .index_size = 4, .index_count = (GPU_CountBuffer((_res), i32)) })
//- Count //- Count
u64 GPU_CountBufferBytes(GPU_ResourceHandle buffer); u64 GPU_CountBufferBytes(GPU_ResourceHandle buffer);
@ -569,7 +571,7 @@ i32 GPU_CountWidth(GPU_ResourceHandle texture);
i32 GPU_CountHeight(GPU_ResourceHandle texture); i32 GPU_CountHeight(GPU_ResourceHandle texture);
i32 GPU_CountDepth(GPU_ResourceHandle texture); i32 GPU_CountDepth(GPU_ResourceHandle texture);
#define GPU_CountBuffer(buffer, type) GPU_CountBufferSize(buffer) / sizeof(type) #define GPU_CountBuffer(buffer, type) GPU_CountBufferBytes(buffer) / sizeof(type)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ @hookdecl Command //~ @hookdecl Command
@ -581,6 +583,10 @@ void GPU_CommitCommandListEx(GPU_CommandListHandle cl, u64 fence_ops_count, GPU_
#define GPU_CommitCommandList(cl) GPU_CommitCommandListEx((cl), 0, 0) #define GPU_CommitCommandList(cl) GPU_CommitCommandListEx((cl), 0, 0)
//- Arena
void GPU_ResetArena(GPU_CommandListHandle cl, GPU_ArenaHandle arena);
//- Cpu -> Gpu copy //- Cpu -> Gpu copy
void GPU_CopyCpuToBuffer(GPU_CommandListHandle cl, GPU_ResourceHandle dst, u64 dst_offset, void *src, RngU64 src_copy_range); void GPU_CopyCpuToBuffer(GPU_CommandListHandle cl, GPU_ResourceHandle dst, u64 dst_offset, void *src, RngU64 src_copy_range);

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@ -519,7 +519,7 @@ GPU_D12_Pipeline *GPU_D12_PipelineFromDesc(GPU_D12_PipelineDesc desc)
hr = ID3D12Device_CreateGraphicsPipelineState(g->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); hr = ID3D12Device_CreateGraphicsPipelineState(g->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso);
if (FAILED(hr)) if (FAILED(hr))
{ {
error_str = Lit("Failed to create pipeline state object"); error_str = Lit("Failed to create graphics pipeline");
ok = 0; ok = 0;
} }
} }
@ -534,7 +534,7 @@ GPU_D12_Pipeline *GPU_D12_PipelineFromDesc(GPU_D12_PipelineDesc desc)
hr = ID3D12Device_CreateComputePipelineState(g->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); hr = ID3D12Device_CreateComputePipelineState(g->device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso);
if (FAILED(hr)) if (FAILED(hr))
{ {
error_str = Lit("Failed to create pipeline state object"); error_str = Lit("Failed to create compute pipeline");
ok = 0; ok = 0;
} }
} }
@ -761,27 +761,6 @@ void GPU_ReleaseArena(GPU_ArenaHandle arena)
/* TODO */ /* TODO */
} }
void GPU_ResetArena(GPU_CommandListHandle cl_handle, GPU_ArenaHandle arena_handle)
{
GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle);
/* TODO */
/* FIXME: Move descriptors into committed lists */
/* FIXME: Release id3d12 resource com object references */
gpu_arena->heap_pos = 0;
}
void GPU_ResetArenaFromQueue(GPU_QueueKind queue_kind, GPU_ArenaHandle arena_handle)
{
GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle);
/* TODO */
gpu_arena->heap_pos = 0;
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Resource helpers //~ Resource helpers
@ -1058,36 +1037,48 @@ GPU_ResourceHandle GPU_PushSampler(GPU_ArenaHandle arena_handle, GPU_SamplerDesc
return GPU_D12_MakeHandle(GPU_ResourceHandle, resource); return GPU_D12_MakeHandle(GPU_ResourceHandle, resource);
} }
//- Pointer creation //- Shader handle creation
StructuredBufferHandle GPU_PushStructuredBufferHandleEx(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle, u32 element_size, RngU32 element_range) StructuredBufferHandle GPU_PushStructuredBufferHandleEx(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle, u32 element_size, RngU32 element_range)
{ {
GPU_D12_SharedState *g = &GPU_D12_shared_state; GPU_D12_SharedState *g = &GPU_D12_shared_state;
GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle); u32 num_elements = element_range.max - element_range.min;
GPU_D12_Resource *resource = GPU_D12_ResourceFromHandle(resource_handle); StructuredBufferHandle result = ZI;
GPU_D12_Descriptor *descriptor = GPU_D12_PushDescriptor(gpu_arena, GPU_D12_DescriptorHeapKind_CbvSrvUav); if (num_elements > 0)
{ {
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = ZI; GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle);
srv_desc.Format = DXGI_FORMAT_UNKNOWN; GPU_D12_Resource *resource = GPU_D12_ResourceFromHandle(resource_handle);
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; GPU_D12_Descriptor *descriptor = GPU_D12_PushDescriptor(gpu_arena, GPU_D12_DescriptorHeapKind_CbvSrvUav);
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; {
srv_desc.Buffer.FirstElement = element_range.min; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = ZI;
srv_desc.Buffer.NumElements = element_range.max - element_range.min; srv_desc.Format = DXGI_FORMAT_UNKNOWN;
srv_desc.Buffer.StructureByteStride = element_size; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
ID3D12Device_CreateShaderResourceView(g->device, resource->d3d_resource, &srv_desc, descriptor->handle); srv_desc.Buffer.FirstElement = element_range.min;
srv_desc.Buffer.NumElements = MaxU32(num_elements, 1);
srv_desc.Buffer.StructureByteStride = element_size;
srv_desc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
ID3D12Device_CreateShaderResourceView(g->device, resource->d3d_resource, &srv_desc, descriptor->handle);
}
result = GPU_D12_MakeHandle(StructuredBufferHandle, descriptor->index);
} }
return GPU_D12_MakeHandle(StructuredBufferHandle, descriptor->index); return result;
} }
RWStructuredBufferHandle GPU_PushRWStructuredBufferHandleEx(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle, u32 element_size, RngU32 element_range) RWStructuredBufferHandle GPU_PushRWStructuredBufferHandleEx(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle, u32 element_size, RngU32 element_range)
{ {
GPU_D12_SharedState *g = &GPU_D12_shared_state; GPU_D12_SharedState *g = &GPU_D12_shared_state;
GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle); u32 num_elements = element_range.max - element_range.min;
GPU_D12_Resource *resource = GPU_D12_ResourceFromHandle(resource_handle); RWStructuredBufferHandle result = ZI;
GPU_D12_Descriptor *descriptor = GPU_D12_PushDescriptor(gpu_arena, GPU_D12_DescriptorHeapKind_CbvSrvUav); if (num_elements > 0)
ID3D12Device_CreateUnorderedAccessView(g->device, resource->d3d_resource, 0, 0, descriptor->handle); {
return GPU_D12_MakeHandle(RWStructuredBufferHandle, descriptor->index); GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle);
GPU_D12_Resource *resource = GPU_D12_ResourceFromHandle(resource_handle);
GPU_D12_Descriptor *descriptor = GPU_D12_PushDescriptor(gpu_arena, GPU_D12_DescriptorHeapKind_CbvSrvUav);
ID3D12Device_CreateUnorderedAccessView(g->device, resource->d3d_resource, 0, 0, descriptor->handle);
result = GPU_D12_MakeHandle(RWStructuredBufferHandle, descriptor->index);
}
return result;
} }
Texture1DHandle GPU_PushTexture1DHandle(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle) Texture1DHandle GPU_PushTexture1DHandle(GPU_ArenaHandle arena_handle, GPU_ResourceHandle resource_handle)
@ -2128,6 +2119,20 @@ void GPU_CommitCommandListEx(GPU_CommandListHandle cl_handle, u64 fence_ops_coun
EndScratch(scratch); EndScratch(scratch);
} }
//- Arena
void GPU_ResetArena(GPU_CommandListHandle cl_handle, GPU_ArenaHandle arena_handle)
{
GPU_D12_Arena *gpu_arena = GPU_D12_ArenaFromHandle(arena_handle);
/* TODO */
/* FIXME: Move descriptors into committed lists */
/* FIXME: Release id3d12 resource com object references */
gpu_arena->heap_pos = 0;
}
//- Cpu -> Gpu copy //- Cpu -> Gpu copy
void GPU_CopyCpuToBuffer(GPU_CommandListHandle cl_handle, GPU_ResourceHandle dst_handle, u64 dst_offset, void *src, RngU64 src_copy_range) void GPU_CopyCpuToBuffer(GPU_CommandListHandle cl_handle, GPU_ResourceHandle dst_handle, u64 dst_offset, void *src, RngU64 src_copy_range)

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@ -25,12 +25,8 @@ void S_Startup(void)
output->arena = AcquireArena(Gibi(64)); output->arena = AcquireArena(Gibi(64));
} }
/* Create job pools */ /* Dispatch sim wave */
JobPoolId sim_pool = InitJobPool(1, Lit("Sim"), JobPoolPriority_Simulation); DispatchWave(Lit("Sim"), 1, S_TickForever, 0);
/* Start jobs */
shared->workers_count += RunJob(S_SimWorker, .pool = sim_pool, .fence = &shared->worker_completion_fence);
OnExit(&S_Shutdown);
} }
void S_Shutdown(void) void S_Shutdown(void)
@ -294,9 +290,9 @@ MergesortCompareFuncDef(S_SortEntsByKeyCmp, arg_a, arg_b, _)
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Sim worker //~ Sim tick
JobImpl(S_SimWorker, _, __) void S_TickForever(WaveLaneCtx *lane)
{ {
S_SharedState *shared = &S_shared_state; S_SharedState *shared = &S_shared_state;
Arena *frame_arena = AcquireArena(Gibi(64)); Arena *frame_arena = AcquireArena(Gibi(64));
@ -325,11 +321,12 @@ JobImpl(S_SimWorker, _, __)
i64 frame_begin_ns = TimeNs(); i64 frame_begin_ns = TimeNs();
i64 sim_dt_ns = NsFromSeconds(1) / SIM_TICKS_PER_SECOND; i64 sim_dt_ns = NsFromSeconds(1) / SIM_TICKS_PER_SECOND;
f64 sim_dt = SecondsFromNs(sim_dt_ns); f64 sim_dt = SecondsFromNs(sim_dt_ns);
world->tick += 1;
////////////////////////////// //////////////////////////////
//- Create root ent //- Create root ent
if (world->tick == 0) if (world->tick == 1)
{ {
S_Ent *root_ent = PushStruct(ents_arena, S_Ent); S_Ent *root_ent = PushStruct(ents_arena, S_Ent);
*root_ent = S_nil_ent; *root_ent = S_nil_ent;
@ -585,7 +582,6 @@ JobImpl(S_SimWorker, _, __)
i64 frame_end_ns = TimeNs(); i64 frame_end_ns = TimeNs();
sim_time_ns += sim_dt_ns; sim_time_ns += sim_dt_ns;
++world->tick;
////////////////////////////// //////////////////////////////
//- Sleep //- Sleep

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@ -293,6 +293,6 @@ S_World *S_WorldFromSnapshot(Arena *arena, S_Snapshot *snapshot);
MergesortCompareFuncDef(S_SortEntsByKeyCmp, arg_a, arg_b, _); MergesortCompareFuncDef(S_SortEntsByKeyCmp, arg_a, arg_b, _);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Sim worker //~ Sim tick
JobDecl(S_SimWorker, EmptySig); void S_TickForever(WaveLaneCtx *lane);

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@ -2,7 +2,7 @@
//- Dependencies //- Dependencies
@Dep gpu @Dep gpu
@Dep font @Dep glyph_cache
@Dep platform @Dep platform
@Dep window @Dep window
@Dep ui @Dep ui
@ -10,16 +10,16 @@
//- Api //- Api
@IncludeC pp_vis_widgets.h @IncludeC pp_vis_widgets.h
@IncludeC pp_vis_gpu.h @IncludeC pp_vis_shaders.h
@IncludeC pp_vis_draw.h @IncludeC pp_vis_draw.h
@IncludeC pp_vis_core.h @IncludeC pp_vis_core.h
@IncludeGpu pp_vis_gpu.h @IncludeGpu pp_vis_shaders.h
//- Impl //- Impl
@IncludeC pp_vis_widgets.c @IncludeC pp_vis_widgets.c
@IncludeC pp_vis_draw.c @IncludeC pp_vis_draw.c
@IncludeC pp_vis_core.c @IncludeC pp_vis_core.c
@IncludeGpu pp_vis_gpu.hlsl @IncludeGpu pp_vis_shaders.hlsl
//- Embeds //- Embeds
@EmbedDir V_Resources pp_vis_res @EmbedDir V_Resources pp_vis_res

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@ -1,48 +1,46 @@
V_SharedState V_shared_state = ZI; V_State V = ZI;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Startup //~ Startup
void V_Startup(void) void V_Startup(void)
{ {
V_SharedState *shared = &V_shared_state; DispatchWave(Lit("Vis"), 1, V_TickForever, 0);
/* Create job pools */
JobPoolId vis_pool = InitJobPool(1, Lit("Vis"), JobPoolPriority_Graphics);
/* Start jobs */
shared->workers_count += RunJob(V_VisWorker, .pool = vis_pool, .fence = &shared->worker_completion_fence);
OnExit(&V_Shutdown);
} }
void V_Shutdown(void) void V_Shutdown(void)
{ {
V_SharedState *shared = &V_shared_state; Atomic32Set(&V.shutdown, 1);
Atomic32Set(&shared->shutdown, 1); YieldOnFence(&V.shutdown_complete, 1);
YieldOnFence(&shared->worker_completion_fence, shared->workers_count);
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Vis worker //~ Vis tick
JobImpl(V_VisWorker, _, __) void V_TickForever(WaveLaneCtx *lane)
{ {
V_SharedState *vis_shared = &V_shared_state; Arena *perm = PermArena();
S_SharedState *sim_shared = &S_shared_state; S_SharedState *sim_shared = &S_shared_state;
Arena *frame_arena = AcquireArena(Gibi(64)); //////////////////////////////
Arena *perm = PermArena(); //- Init vis state
GPU_Arena *frame_gpu_arena = GPU_AcquireArena(Mebi(8), GPU_CpuAccessFlag_Writable); V.world_arena = AcquireArena(Gibi(64));
GPU_Arena *dverts_gpu_arena = GPU_AcquireArena(Mebi(32), GPU_CpuAccessFlag_Writable); V.world = PushStruct(V.world_arena, S_World);
GPU_Arena *dvert_idxs_gpu_arena = GPU_AcquireArena(Mebi(32), GPU_CpuAccessFlag_Writable); V.player_key = S_RandKey();
for (u32 i = 0; i < countof(V.frames); ++i)
{
V_Frame *frame = &V.frames[i];
frame->arena = AcquireArena(Gibi(64));
frame->dverts_arena = AcquireArena(Gibi(64));
frame->dvert_idxs_arena = AcquireArena(Gibi(64));
frame->gpu_arena = GPU_AcquireArena();
}
////////////////////////////// //////////////////////////////
//- State //- State
i64 frame_gen = 0;
GPU_Texture *draw_target = 0;
Struct(Persist) Struct(Persist)
{ {
V_CommandsWidget commands_widget; V_CommandsWidget commands_widget;
@ -106,23 +104,50 @@ JobImpl(V_VisWorker, _, __)
////////////////////////////// //////////////////////////////
//- Begin vis loop //- Begin vis loop
Arena *world_arena = AcquireArena(Gibi(64));
S_World *world = PushStruct(world_arena, S_World);
S_Lookup lookup = ZI;
S_Key player_key = S_RandKey();
b32 shutdown = 0; b32 shutdown = 0;
while (!shutdown) while (!shutdown)
{ {
ResetArena(frame_arena); //////////////////////////////
S_Iter iter = ZI; //- Begin frame
u64 last_frame_idx = V.current_frame_idx;
u64 frame_idx = last_frame_idx + 1;
if (frame_idx >= countof(V.frames))
{
frame_idx = 0;
}
V.current_frame_idx = frame_idx;
V_Frame *last_frame = &V.frames[last_frame_idx];
V_Frame *frame = &V.frames[frame_idx];
{
Arena *old_arena = frame->arena;
Arena *old_dverts_arena = frame->dverts_arena;
Arena *old_dvert_idxs_arena = frame->dvert_idxs_arena;
GPU_ArenaHandle old_gpu_arena = frame->gpu_arena;
ZeroStruct(frame);
frame->arena = old_arena;
frame->dverts_arena = old_dverts_arena;
frame->dvert_idxs_arena = old_dvert_idxs_arena;
frame->gpu_arena = old_gpu_arena;
}
frame->cl = GPU_PrepareCommandList(GPU_QueueKind_Direct);
ResetArena(frame->arena);
ResetArena(frame->dverts_arena);
ResetArena(frame->dvert_idxs_arena);
GPU_ResetArena(frame->cl, frame->gpu_arena);
frame->time_ns = TimeNs();
frame->tick = last_frame->tick + 1;
S_Iter iter = ZI;
S_EntList spawn_ents = ZI; S_EntList spawn_ents = ZI;
////////////////////////////// //////////////////////////////
//- Spawn test ents //- Spawn test ents
if (world->tick == 0) if (V.world->tick == 1)
{ {
S_Key child_key = S_RandKey(); S_Key child_key = S_RandKey();
S_Key camera_key = S_RandKey(); S_Key camera_key = S_RandKey();
@ -130,7 +155,7 @@ JobImpl(V_VisWorker, _, __)
i32 count = 3; i32 count = 3;
for (u64 i = 0; i < count; ++i) for (u64 i = 0; i < count; ++i)
{ {
S_EntListNode *n = PushStruct(frame_arena, S_EntListNode); S_EntListNode *n = PushStruct(frame->arena, S_EntListNode);
SllQueuePush(spawn_ents.first, spawn_ents.last, n); SllQueuePush(spawn_ents.first, spawn_ents.last, n);
++spawn_ents.count; ++spawn_ents.count;
S_Ent *ent = &n->ent; S_Ent *ent = &n->ent;
@ -141,7 +166,7 @@ JobImpl(V_VisWorker, _, __)
case 0: case 0:
{ {
ent->tint = Color_Red; ent->tint = Color_Red;
ent->key = player_key; ent->key = V.player_key;
ent->camera = camera_key; ent->camera = camera_key;
ent->move_speed = 0.1; ent->move_speed = 0.1;
{ {
@ -163,7 +188,7 @@ JobImpl(V_VisWorker, _, __)
ent->tint = Color_Cyan; ent->tint = Color_Cyan;
ent->key = child_key; ent->key = child_key;
ent->parent = player_key; ent->parent = V.player_key;
{ {
ent->local_shape = S_ShapeFromDesc( ent->local_shape = S_ShapeFromDesc(
.count = 4, .count = 4,
@ -180,7 +205,7 @@ JobImpl(V_VisWorker, _, __)
case 2: case 2:
{ {
ent->key = camera_key; ent->key = camera_key;
ent->follow = player_key; ent->follow = V.player_key;
} break; } break;
default: default:
@ -192,7 +217,7 @@ JobImpl(V_VisWorker, _, __)
} }
////////////////////////////// //////////////////////////////
//- Begin vis frame //- Begin UI frame
UI_FrameFlag ui_frame_flags = 0; UI_FrameFlag ui_frame_flags = 0;
Vec4 swapchain_color = V_GetWidgetTheme().window_background_color; Vec4 swapchain_color = V_GetWidgetTheme().window_background_color;
@ -203,11 +228,11 @@ JobImpl(V_VisWorker, _, __)
/* Restore window */ /* Restore window */
{ {
if (frame_gen == 0) if (frame->tick == 1)
{ {
WND_PushCmd(window_frame, .kind = WND_CmdKind_Restore, .restore = window_restore); WND_PushCmd(window_frame, .kind = WND_CmdKind_Restore, .restore = window_restore);
} }
window_restore = PushString(frame_arena, window_frame.restore); window_restore = PushString(frame->arena, window_frame.restore);
} }
/* Set widget theme */ /* Set widget theme */
@ -244,11 +269,11 @@ JobImpl(V_VisWorker, _, __)
} }
UnlockTicketMutex(&sim_shared->output_back_tm); UnlockTicketMutex(&sim_shared->output_back_tm);
if (sim_output->last_snapshot_node && sim_output->last_snapshot_node->snapshot.tick > world->tick) if (sim_output->last_snapshot_node && sim_output->last_snapshot_node->snapshot.tick > V.world->tick)
{ {
ResetArena(world_arena); ResetArena(V.world_arena);
world = S_WorldFromSnapshot(world_arena, &sim_output->last_snapshot_node->snapshot); V.world = S_WorldFromSnapshot(V.world_arena, &sim_output->last_snapshot_node->snapshot);
lookup = S_LookupFromWorld(world_arena, world); V.lookup = S_LookupFromWorld(V.world_arena, V.world);
} }
////////////////////////////// //////////////////////////////
@ -259,13 +284,13 @@ JobImpl(V_VisWorker, _, __)
Vec2 camera_pos = ZI; Vec2 camera_pos = ZI;
f32 camera_zoom = 1; f32 camera_zoom = 1;
{ {
S_Ent *player = S_EntFromKey(&lookup, player_key); S_Ent *player = S_EntFromKey(&V.lookup, V.player_key);
S_Ent *camera = S_EntFromKey(&lookup, player->camera); S_Ent *camera = S_EntFromKey(&V.lookup, player->camera);
camera_pos = MulXformV2(camera->world_xf, camera->local_shape.centroid); camera_pos = MulXformV2(camera->world_xf, camera->local_shape.centroid);
} }
////////////////////////////// //////////////////////////////
//- Initialize world <-> draw <-> ui transforms //- Initialize V.world <-> draw <-> ui transforms
/* World <-> draw */ /* World <-> draw */
Xform world_to_draw_xf = XformIdentity; Xform world_to_draw_xf = XformIdentity;
@ -276,7 +301,7 @@ JobImpl(V_VisWorker, _, __)
scale.y = scale.x; scale.y = scale.x;
world_to_draw_xf = XformFromScale(scale); world_to_draw_xf = XformFromScale(scale);
world_to_draw_xf = TranslateXform(world_to_draw_xf, NegVec2(camera_pos)); world_to_draw_xf = TranslateXform(world_to_draw_xf, NegVec2(camera_pos));
world_to_draw_xf = WorldTranslateXform(world_to_draw_xf, MulVec2(Vec2FromFields(draw_size), 0.5)); world_to_draw_xf = WorldTranslateXform(world_to_draw_xf, MulVec2(Vec2FromVec(draw_size), 0.5));
draw_to_world_xf = InvertXform(world_to_draw_xf); draw_to_world_xf = InvertXform(world_to_draw_xf);
} }
@ -336,7 +361,7 @@ JobImpl(V_VisWorker, _, __)
} }
if (shortcut != 0 && down) if (shortcut != 0 && down)
{ {
V_CmdNode *cmd_node = PushStruct(frame_arena, V_CmdNode); V_CmdNode *cmd_node = PushStruct(frame->arena, V_CmdNode);
cmd_node->cmd.name = shortcut->cmd_name; cmd_node->cmd.name = shortcut->cmd_name;
SllQueuePush(first_cmd_node, last_cmd_node, cmd_node); SllQueuePush(first_cmd_node, last_cmd_node, cmd_node);
++cmds_count; ++cmds_count;
@ -364,7 +389,7 @@ JobImpl(V_VisWorker, _, __)
CopyStructs(item_desc.hotkeys, desc.default_hotkeys, MinU32(countof(item_desc.hotkeys), countof(desc.default_hotkeys))); CopyStructs(item_desc.hotkeys, desc.default_hotkeys, MinU32(countof(item_desc.hotkeys), countof(desc.default_hotkeys)));
if (V_PushCommandsWidgetItem(&persist.commands_widget, item_desc).pressed > 0) if (V_PushCommandsWidgetItem(&persist.commands_widget, item_desc).pressed > 0)
{ {
V_CmdNode *cmd_node = PushStruct(frame_arena, V_CmdNode); V_CmdNode *cmd_node = PushStruct(frame->arena, V_CmdNode);
cmd_node->cmd.name = desc.name; cmd_node->cmd.name = desc.name;
SllQueuePush(first_cmd_node, last_cmd_node, cmd_node); SllQueuePush(first_cmd_node, last_cmd_node, cmd_node);
++cmds_count; ++cmds_count;
@ -474,11 +499,11 @@ JobImpl(V_VisWorker, _, __)
} }
Vec2 look = ZI; Vec2 look = ZI;
{ {
S_Ent *player = S_EntFromKey(&lookup, player_key); S_Ent *player = S_EntFromKey(&V.lookup, V.player_key);
Vec2 center = MulXformV2(player->world_xf, player->local_shape.centroid); Vec2 center = MulXformV2(player->world_xf, player->local_shape.centroid);
look = SubVec2(world_cursor, center); look = SubVec2(world_cursor, center);
} }
cmd->target = player_key; cmd->target = V.player_key;
cmd->move = move; cmd->move = move;
cmd->look = look; cmd->look = look;
} }
@ -511,104 +536,105 @@ JobImpl(V_VisWorker, _, __)
////////////////////////////// //////////////////////////////
//- Render //- Render
GPU_CommandList *cl = GPU_OpenCommandList(GPU_QueueKind_Direct);
{ {
////////////////////////////// //////////////////////////////
//- Build render data //- Build render data
GPU_ResetArena(cl, gpu_frame_arena);
ResetArena(dverts_arena);
ResetArena(dvert_idxs_arena);
/* Build shape buffers */ /* Build shape buffers */
GpuPointer dverts = ZI; for (S_Ent *ent = S_FirstEnt(frame->arena, &iter, &V.lookup); ent->active; ent = S_NextEnt(frame->arena, &iter))
GpuPointer dvert_idxs = ZI;
{ {
for (S_Ent *ent = S_FirstEnt(frame_arena, &iter, &lookup); ent->active; ent = S_NextEnt(frame_arena, &iter)) Xform ent_to_world_xf = ent->world_xf;
Xform ent_to_draw_xf = MulXform(world_to_draw_xf, ent_to_world_xf);
/* Draw shape */
b32 is_visible = ent->tint.w != 0;
if (is_visible)
{ {
Xform ent_to_world_xf = ent->world_xf; Vec4 color = ent->tint;
Xform ent_to_draw_xf = MulXform(world_to_draw_xf, ent_to_world_xf); i32 detail = 32;
S_Shape shape = S_MulXformShape(ent_to_draw_xf, ent->local_shape);
/* Draw shape */ V_DrawShape(frame->dverts_arena, frame->dvert_idxs_arena, shape, LinearFromSrgb(color), detail, V_DrawFlag_Line);
b32 is_visible = ent->tint.w != 0;
if (is_visible)
{
Vec4 color = ent->tint;
i32 detail = 32;
S_Shape shape = S_MulXformShape(ent_to_draw_xf, ent->local_shape);
V_DrawShape(dverts_arena, dvert_idxs_arena, shape, LinearFromSrgb(color), detail, V_DrawFlag_Line);
}
} }
dverts = GPU_PushCpuStructsToArena(gpu_frame_arena, V_DVert, dverts_arena);
dvert_idxs = GPU_PushCpuStructsToArena(gpu_frame_arena, i32, dvert_idxs_arena);
}
/* Create draw state */
if (!draw_target || !MatchVec2I32(draw_size, GPU_Count2D(draw_target)))
{
GPU_ResetArena(cl, gpu_arena);
/* Draw target */
{
GPU_TextureDesc desc = ZI;
desc.kind = GPU_TextureKind_Texture2D;
desc.flags = GPU_TextureFlag_Writable | GPU_TextureFlag_Rasterizable;
desc.format = GPU_Format_R16G16B16A16_Float;
desc.size = VEC3I32(draw_size.x, draw_size.y, 1);
desc.clear_color = LinearFromSrgb(swapchain_color);
draw_target = GPU_PushTexture(gpu_arena, desc);
}
/* Draw params */
draw_params = GPU_PushStructNoZero(gpu_arena, V_DParams);
}
/* Build draw params */
GpuPointer draw_params = ZI;
{
V_DParams params = ZI;
params.world_to_draw_xf = world_to_draw_xf;
GPU_CopyCpuStructToBuffer(draw_params, 0, &params);
} }
////////////////////////////// //////////////////////////////
//- Dispatch shaders //- Push data to GPU
Rng2 viewport = RNG2(VEC2(0, 0), Vec2FromFields(draw_size)); /* Target */
GPU_ResourceHandle draw_target = GPU_PushTexture2D(
frame->gpu_arena,
GPU_Format_R16G16B16A16_Float,
window_frame.monitor_size,
GPU_Layout_DirectQueue_ShaderReadWrite,
.flags = GPU_ResourceFlag_AllowShaderReadWrite | GPU_ResourceFlag_AllowRenderTarget
);
Texture2DHandle draw_target_ro = GPU_PushTexture2DHandle(frame->gpu_arena, draw_target);
RWTexture2DHandle draw_target_rw = GPU_PushRWTexture2DHandle(frame->gpu_arena, draw_target);
/* Verts */
GPU_ResourceHandle dverts_buff = GPU_PushBufferFromCpu(frame->gpu_arena, frame->cl, StringFromArena(frame->dverts_arena));
GPU_ResourceHandle dvert_idxs_buff = GPU_PushBufferFromCpu(frame->gpu_arena, frame->cl, StringFromArena(frame->dvert_idxs_arena));
StructuredBufferHandle dverts_ro = GPU_PushStructuredBufferHandle(frame->gpu_arena, dverts_buff, V_DVert);
GPU_IndexBufferDesc dvert_idxs_ib = GPU_IdxBuff32(dvert_idxs_buff);
/* Params */
V_DParams params = ZI;
{ {
GPU_SetConstantPtr(cl, V_DrawConst_Params, draw_params); params.target_size = draw_size;
GPU_SetConstantPtr(cl, V_DrawConst_FinalTarget, draw_target); params.target_ro = draw_target_ro;
GPU_SetConstantPtr(cl, V_DrawConst_Sampler, GPU_GetSharedPointSampler()); params.target_rw = draw_target_rw;
GPU_SetConstantPtr(cl, V_DrawConst_DVerts, dverts); params.sampler = GPU_GetSharedPointSampler();
params.shape_verts = dverts_ro;
/* Backdrop pass */ params.world_to_draw_xf = world_to_draw_xf;
{
GPU_SyncAccess(cl, draw_target, GPU_AccessKind_ComputeReadWrite);
GPU_Compute(cl, V_BackdropCS, V_BackdropCSThreadSizeFromTexSize(draw_size));
}
/* Shapes pass */
{
GPU_SyncAccess(cl, draw_target, GPU_AccessKind_RasterTarget)
GPU_Rasterize(cl,
V_DVertVS, V_DVertPS,
1, dvert_idxs_buffer,
1, draw_target,
viewport, viewport,
GPU_RasterizeMode_TriangleList);
}
GPU_SetShaderAccess(cl, draw_target, GPU_ShaderAccessKind_Readonly);
} }
GPU_ResourceHandle params_buff = GPU_PushBufferFromCpu(frame->gpu_arena, frame->cl, StringFromStruct(&params));
StructuredBufferHandle params_ro = GPU_PushStructuredBufferHandle(frame->gpu_arena, params_buff, V_DParams);
/* Constants */
GPU_SetConstant(frame->cl, V_ShaderConst_Params, params_ro);
Rng3 viewport = RNG3(VEC3(0, 0, 0), VEC3(draw_size.x, draw_size.y, 1));
Rng2 scissor = RNG2(VEC2(viewport.p0.x, viewport.p0.y), VEC2(viewport.p1.x, viewport.p1.y));
//////////////////////////////
//- Backdrop pass
/* Backdrop pass */
{
GPU_Compute(frame->cl, V_BackdropCS, V_BackdropCSThreadSizeFromTexSize(draw_size));
}
//////////////////////////////
//- Shapes pass
GPU_DumbMemoryLayoutSync(frame->cl, draw_target, GPU_Layout_DirectQueue_RenderTargetWrite);
/* Shapes pass */
{
GPU_Rasterize(frame->cl,
V_DVertVS, V_DVertPS,
1, dvert_idxs_ib,
1, &draw_target,
viewport, scissor,
GPU_RasterMode_TriangleList);
}
//////////////////////////////
//- Finalize draw target
GPU_DumbMemoryLayoutSync(frame->cl, draw_target, GPU_Layout_DirectQueue_ShaderRead);
UI_SetRawTexture(vis_box, draw_target_ro, VEC2(0, 0), VEC2(1, 1));
} }
GPU_CloseCommandLiist(cl);
////////////////////////////// //////////////////////////////
//- End vis frame //- End frame
GPU_CommitCommandList(frame->cl);
UI_SetRawTexture(vis_box, draw_target, VEC2(0, 0), VEC2(1, 1));
UI_EndFrame(ui_frame); UI_EndFrame(ui_frame);
++frame_gen; shutdown = Atomic32Fetch(&V.shutdown);
shutdown = Atomic32Fetch(&vis_shared->shutdown);
} }
////////////////////////////// //////////////////////////////
@ -628,4 +654,6 @@ JobImpl(V_VisWorker, _, __)
} }
EndScratch(scratch); EndScratch(scratch);
} }
FetchAddFence(&V.shutdown_complete, 1);
} }

View File

@ -73,13 +73,31 @@ Global Readonly V_CmdDesc V_cmd_descs[V_CmdKind_Count] = {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ State types //~ State types
Struct(V_SharedState) Struct(V_Frame)
{ {
Atomic32 shutdown; Arena *arena;
Fence worker_completion_fence; Arena *dverts_arena;
i64 workers_count; Arena *dvert_idxs_arena;
GPU_ArenaHandle gpu_arena;
} extern V_shared_state; i64 tick;
i64 time_ns;
GPU_CommandListHandle cl;
};
Struct(V_State)
{
Arena *world_arena;
S_World *world;
S_Lookup lookup;
S_Key player_key;
Atomic32 shutdown;
Fence shutdown_complete;
u64 current_frame_idx;
V_Frame frames[2];
} extern V;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Startup //~ Startup
@ -88,6 +106,6 @@ void V_Startup(void);
void V_Shutdown(void); void V_Shutdown(void);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Vis worker //~ Vis tick
JobDecl(V_VisWorker, EmptySig); void V_TickForever(WaveLaneCtx *lane);

View File

@ -1,7 +1,7 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Shape helpers //~ Shape helpers
void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array points, Vec4 color_lin, V_DrawFlag flags) void V_DrawPoly(Arena *verts_arena, Arena *idxs_arena, Vec2Array points, Vec4 color_lin, V_DrawFlag flags)
{ {
if (flags & V_DrawFlag_Line) if (flags & V_DrawFlag_Line)
{ {
@ -14,10 +14,10 @@ void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array
i32 lines_count = verts_count == 2 ? 1 : verts_count; i32 lines_count = verts_count == 2 ? 1 : verts_count;
i32 line_verts_count = lines_count * 4; i32 line_verts_count = lines_count * 4;
i32 idx_count = lines_count * 6; i32 idx_count = lines_count * 6;
i32 idx_offset = GPU_ArenaCount(verts_gpu_arena, V_DVert); i32 idx_offset = ArenaCount(verts_arena, V_DVert);
/* Push dverts */ /* Push dverts */
V_DVert *dverts = GPU_PushStructsNoZero(verts_gpu_arena, V_DVert, line_verts_count); V_DVert *dverts = PushStructsNoZero(verts_arena, V_DVert, line_verts_count);
for (i32 line_idx = 0; line_idx < lines_count; ++line_idx) for (i32 line_idx = 0; line_idx < lines_count; ++line_idx)
{ {
i32 a_idx = line_idx; i32 a_idx = line_idx;
@ -46,7 +46,7 @@ void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array
} }
/* Generate indices */ /* Generate indices */
i32 *indices = PushStructsNoZero(idxs_gpu_arena, i32, idx_count); i32 *indices = PushStructsNoZero(idxs_arena, i32, idx_count);
for (i32 line_idx = 0; line_idx < lines_count; ++line_idx) for (i32 line_idx = 0; line_idx < lines_count; ++line_idx)
{ {
i32 indices_offset = line_idx * 6; i32 indices_offset = line_idx * 6;
@ -67,12 +67,12 @@ void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array
i32 verts_count = points.count; i32 verts_count = points.count;
if (verts_count >= 3) if (verts_count >= 3)
{ {
i32 idx_offset = GPU_ArenaCount(verts_gpu_arena, V_DVert); i32 idx_offset = ArenaCount(verts_arena, V_DVert);
i32 tris_count = verts_count - 2; i32 tris_count = verts_count - 2;
i32 idx_count = tris_count * 3; i32 idx_count = tris_count * 3;
/* Push dverts */ /* Push dverts */
V_DVert *dverts = GPU_PushStructsNoZero(verts_gpu_arena, V_DVert, verts_count); V_DVert *dverts = PushStructsNoZero(verts_arena, V_DVert, verts_count);
for (i32 point_idx = 0; point_idx < (i32)points.count; ++point_idx) for (i32 point_idx = 0; point_idx < (i32)points.count; ++point_idx)
{ {
V_DVert *dvert = &dverts[point_idx]; V_DVert *dvert = &dverts[point_idx];
@ -81,7 +81,7 @@ void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array
} }
/* Generate indices in a fan pattern */ /* Generate indices in a fan pattern */
i32 *indices = PushStructsNoZero(idxs_gpu_arena, i32, idx_count); i32 *indices = PushStructsNoZero(idxs_arena, i32, idx_count);
for (i32 i = 0; i < tris_count; ++i) for (i32 i = 0; i < tris_count; ++i)
{ {
i32 tri_offset = i * 3; i32 tri_offset = i * 3;
@ -93,14 +93,14 @@ void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array
} }
} }
void V_DrawShape(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, S_Shape shape, Vec4 color_lin, i32 detail, V_DrawFlag flags) void V_DrawShape(Arena *verts_arena, Arena *idxs_arena, S_Shape shape, Vec4 color_lin, i32 detail, V_DrawFlag flags)
{ {
if (shape.radius == 0) if (shape.radius == 0)
{ {
Vec2Array draw_points = ZI; Vec2Array draw_points = ZI;
draw_points.points = shape.points; draw_points.points = shape.points;
draw_points.count = shape.points_count; draw_points.count = shape.points_count;
V_DrawPoly(verts_gpu_arena, idxs_gpu_arena, draw_points, color_lin, flags); V_DrawPoly(verts_arena, idxs_arena, draw_points, color_lin, flags);
} }
else else
{ {
@ -116,7 +116,7 @@ void V_DrawShape(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, S_Shape
Vec2 sp = S_SupportPointFromShape(shape, dir); Vec2 sp = S_SupportPointFromShape(shape, dir);
draw_points.points[i] = sp; draw_points.points[i] = sp;
} }
V_DrawPoly(verts_gpu_arena, idxs_gpu_arena, draw_points, color_lin, flags); V_DrawPoly(verts_arena, idxs_arena, draw_points, color_lin, flags);
} }
EndScratch(scratch); EndScratch(scratch);
} }

View File

@ -10,5 +10,5 @@ Enum(V_DrawFlag)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Shape helpers //~ Shape helpers
void V_DrawPoly(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, Vec2Array points, Vec4 color_lin, V_DrawFlag flags); void V_DrawPoly(Arena *verts_arena, Arena *idxs_arena, Vec2Array points, Vec4 color_lin, V_DrawFlag flags);
void V_DrawShape(GPU_Arena *verts_gpu_arena, GPU_Arena *idxs_gpu_arena, S_Shape shape, Vec4 color_lin, i32 detail, V_DrawFlag flags); void V_DrawShape(Arena *verts_arena, Arena *idxs_arena, S_Shape shape, Vec4 color_lin, i32 detail, V_DrawFlag flags);

View File

@ -1,72 +0,0 @@
////////////////////////////////////////////////////////////
//~ Backdrop shader types
Struct(V_BackdropSig)
{
/* ----------------------------------------------------- */
Vec2I32 target_size; /* 02 consts */
RWTexture2DRid target_tex; /* 01 consts */
SamplerStateRid sampler; /* 01 consts */
/* ----------------------------------------------------- */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
u32 _pad2; /* 01 consts (padding) */
u32 _pad3; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(V_BackdropSig, 8);
#define V_BackdropCSThreadSizeFromTexSize(tex_size) VEC3U32((tex_size.x + 7) / 8, (tex_size.y + 7) / 8, 1)
////////////////////////////////////////////////////////////
//~ Quad shader types
Struct(V_DQuadSig)
{
/* ----------------------------------------------------- */
Vec2I32 target_size; /* 02 consts */
StructuredBufferRid quads; /* 01 consts */
SamplerStateRid sampler; /* 01 consts */
/* ----------------------------------------------------- */
b32 debug_enabled; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
u32 _pad2; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(V_DQuadSig, 8);
Enum(V_DQuadFlag)
{
V_DQuadFlag_None = 0,
V_DQuadFlag_DrawGrid = (1 << 0),
};
Struct(V_DQuad)
{
V_DQuadFlag flags;
};
////////////////////////////////////////////////////////////
//~ Shape shader types
Struct(V_DVertSig)
{
/* ----------------------------------------------------- */
Vec2I32 target_size; /* 02 consts */
StructuredBufferRid verts; /* 01 consts */
SamplerStateRid sampler; /* 01 consts */
/* ----------------------------------------------------- */
b32 debug_enabled; /* 01 consts */
u32 _pad0; /* 01 consts (padding) */
u32 _pad1; /* 01 consts (padding) */
u32 _pad2; /* 01 consts (padding) */
/* ----------------------------------------------------- */
};
AssertRootConst(V_DVertSig, 8);
Struct(V_DVert)
{
Vec2 pos;
Vec4 color_lin;
};

View File

@ -0,0 +1,43 @@
////////////////////////////////////////////////////////////
//~ Constant types
ShaderConstant(StructuredBufferHandle, V_ShaderConst_Params, 0);
Struct(V_DParams)
{
Vec2I32 target_size;
Texture2DHandle target_ro;
RWTexture2DHandle target_rw;
SamplerStateHandle sampler;
StructuredBufferHandle quads;
StructuredBufferHandle shape_verts;
Xform world_to_draw_xf;
};
////////////////////////////////////////////////////////////
//~ Backdrop shader types
#define V_BackdropCSThreadSizeFromTexSize(tex_size) VEC3I32((tex_size.x + 7) / 8, (tex_size.y + 7) / 8, 1)
////////////////////////////////////////////////////////////
//~ Quad shader types
Enum(V_DQuadFlag)
{
V_DQuadFlag_None = 0,
V_DQuadFlag_DrawGrid = (1 << 0),
};
Struct(V_DQuad)
{
V_DQuadFlag flags;
};
////////////////////////////////////////////////////////////
//~ Shape shader types
Struct(V_DVert)
{
Vec2 pos;
Vec4 color_lin;
};

View File

@ -1,20 +1,17 @@
ConstantBuffer<V_BackdropSig> V_backdrop_sig : register (b0);
ConstantBuffer<V_DQuadSig> V_dquad_sig : register (b0);
ConstantBuffer<V_DVertSig> V_dvert_sig : register (b0);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Backdrop shader //~ Backdrop shader
ComputeShader2D(V_BackdropCS, 8, 8) ComputeShader2D(V_BackdropCS, 8, 8)
{ {
ConstantBuffer<V_BackdropSig> sig = V_backdrop_sig; V_DParams params = StructuredBufferFromHandle<V_DParams>(V_ShaderConst_Params)[0];
RWTexture2D<Vec4> target = RWTexture2DFromHandle<Vec4>(params.target_rw);
Vec2U32 target_pos = SV_DispatchThreadID; Vec2U32 target_pos = SV_DispatchThreadID;
Vec2I32 target_size = sig.target_size; Vec2I32 target_size = params.target_size;
if (target_pos.x < target_size.x && target_pos.y < target_size.y) if (target_pos.x < target_size.x && target_pos.y < target_size.y)
{ {
RWTexture2D<Vec4> target_tex = UniformResourceFromRid(sig.target_tex);
Vec4 result = Color_Blue; Vec4 result = Color_Blue;
target_tex[target_pos] = result; target[target_pos] = result;
} }
} }
@ -23,7 +20,6 @@ ComputeShader2D(V_BackdropCS, 8, 8)
Struct(V_DQuadPSInput) Struct(V_DQuadPSInput)
{ {
Semantic(Vec4, SV_Position); Semantic(Vec4, SV_Position);
Semantic(nointerpolation u32, quad_idx); Semantic(nointerpolation u32, quad_idx);
}; };
@ -38,8 +34,10 @@ Struct(V_DQuadPSOutput)
VertexShader(V_DQuadVS, V_DQuadPSInput) VertexShader(V_DQuadVS, V_DQuadPSInput)
{ {
ConstantBuffer<V_DQuadSig> sig = V_dquad_sig; V_DParams params = StructuredBufferFromHandle<V_DParams>(V_ShaderConst_Params)[0];
StructuredBuffer<V_DQuad> quads = UniformResourceFromRid(sig.quads); StructuredBuffer<V_DQuad> quads = StructuredBufferFromHandle<V_DQuad>(params.quads);
RWTexture2D<Vec4> target = RWTexture2DFromHandle<Vec4>(params.target_rw);
V_DQuad quad = quads[SV_InstanceID]; V_DQuad quad = quads[SV_InstanceID];
Vec2 rect_uv = RectUvFromVertexId(SV_VertexID); Vec2 rect_uv = RectUvFromVertexId(SV_VertexID);
@ -48,7 +46,7 @@ VertexShader(V_DQuadVS, V_DQuadPSInput)
Vec2 target_pos = 0; Vec2 target_pos = 0;
V_DQuadPSInput result; V_DQuadPSInput result;
result.SV_Position = Vec4(NdcFromPos(target_pos, sig.target_size).xy, 0, 1); result.SV_Position = Vec4(NdcFromPos(target_pos, Count2D(target)).xy, 0, 1);
result.quad_idx = SV_InstanceID; result.quad_idx = SV_InstanceID;
return result; return result;
} }
@ -58,8 +56,8 @@ VertexShader(V_DQuadVS, V_DQuadPSInput)
PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input) PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input)
{ {
ConstantBuffer<V_DQuadSig> sig = V_dquad_sig; V_DParams params = StructuredBufferFromHandle<V_DParams>(V_ShaderConst_Params)[0];
StructuredBuffer<V_DQuad> quads = UniformResourceFromRid(sig.quads); StructuredBuffer<V_DQuad> quads = StructuredBufferFromHandle<V_DQuad>(params.quads);
V_DQuad quad = quads[input.quad_idx]; V_DQuad quad = quads[input.quad_idx];
Vec4 final_color = 0; Vec4 final_color = 0;
@ -89,14 +87,16 @@ Struct(V_DVertPSOutput)
VertexShader(V_DVertVS, V_DVertPSInput) VertexShader(V_DVertVS, V_DVertPSInput)
{ {
ConstantBuffer<V_DVertSig> sig = V_dvert_sig; V_DParams params = StructuredBufferFromHandle<V_DParams>(V_ShaderConst_Params)[0];
StructuredBuffer<V_DVert> verts = UniformResourceFromRid(sig.verts); StructuredBuffer<V_DVert> verts = StructuredBufferFromHandle<V_DVert>(params.shape_verts);
RWTexture2D<Vec4> target = RWTexture2DFromHandle<Vec4>(params.target_rw);
V_DVert vert = verts[SV_VertexID]; V_DVert vert = verts[SV_VertexID];
Vec2 target_pos = vert.pos; Vec2 target_pos = vert.pos;
V_DVertPSInput result; V_DVertPSInput result;
result.SV_Position = Vec4(NdcFromPos(target_pos, sig.target_size).xy, 0, 1); result.SV_Position = Vec4(NdcFromPos(target_pos, Count2D(target)).xy, 0, 1);
result.color_lin = vert.color_lin; result.color_lin = vert.color_lin;
return result; return result;
} }

View File

@ -5,7 +5,7 @@ V_WidgetTheme V_GetWidgetTheme(void)
{ {
V_WidgetTheme theme = ZI; V_WidgetTheme theme = ZI;
theme.font = ResourceKeyFromStore(&V_Resources, Lit("font/fixedsys.ttf")); theme.font = GC_FontKeyFromResource(ResourceKeyFromStore(&V_Resources, Lit("font/fixedsys.ttf")));
theme.font_size = 16; theme.font_size = 16;
theme.window_background_color = Rgb32(0xff1a1d1e); theme.window_background_color = Rgb32(0xff1a1d1e);

View File

@ -3,7 +3,7 @@
Struct(V_WidgetTheme) Struct(V_WidgetTheme)
{ {
ResourceKey font; GC_FontKey font;
f32 font_size; f32 font_size;
f32 window_title_font_size; f32 window_title_font_size;

View File

@ -35,7 +35,7 @@ void PT_RunForever(WaveLaneCtx *lane)
{ {
GPU_SetConstant(cl, PT_ShaderConst_TestTarget, final_target_rwhandle); GPU_SetConstant(cl, PT_ShaderConst_TestTarget, final_target_rwhandle);
GPU_SetConstant(cl, PT_ShaderConst_TestConst, 3.123); GPU_SetConstant(cl, PT_ShaderConst_TestConst, 3.123);
GPU_SetConstant(cl, PT_ShaderConst_BlitSampler, GPU_GetSharedPointSampler()); GPU_SetConstant(cl, PT_ShaderConst_BlitSampler, GPU_GetSharedSPointSampler());
GPU_SetConstant(cl, PT_ShaderConst_BlitSrc, final_target_rhandle); GPU_SetConstant(cl, PT_ShaderConst_BlitSrc, final_target_rhandle);
GPU_SetConstant(cl, PT_ShaderConst_NoiseTex, GPU_GetSharedNoise()); GPU_SetConstant(cl, PT_ShaderConst_NoiseTex, GPU_GetSharedNoise());
} }

View File

@ -19,6 +19,8 @@
//- Shaders //- Shaders
@VertexShader UI_DRectVS @VertexShader UI_DRectVS
@PixelShader UI_DRectPS @PixelShader UI_DRectPS
@VertexShader UI_BlitVS
@PixelShader UI_BlitPS
//- Embeds //- Embeds
@EmbedDir UI_Resources ui_res @EmbedDir UI_Resources ui_res

View File

@ -457,6 +457,8 @@ UI_Frame *UI_BeginFrame(UI_FrameFlag frame_flags, Vec4 swapchain_color)
{ {
UI_Frame *frame = &g->frames[i]; UI_Frame *frame = &g->frames[i];
frame->arena = AcquireArena(Gibi(64)); frame->arena = AcquireArena(Gibi(64));
frame->rects_arena = AcquireArena(Gibi(64));
frame->gpu_arena = GPU_AcquireArena();
} }
} }
@ -465,19 +467,15 @@ UI_Frame *UI_BeginFrame(UI_FrameFlag frame_flags, Vec4 swapchain_color)
u64 last_frame_idx = g->current_frame_idx; u64 last_frame_idx = g->current_frame_idx;
u64 frame_idx = last_frame_idx + 1; u64 frame_idx = last_frame_idx + 1;
if (frame_idx > countof(g->frames)) if (frame_idx >= countof(g->frames))
{ {
frame_idx = 0; frame_idx = 0;
} }
g->current_frame_idx = frame_idx;
UI_Frame *last_frame = &g->frames[last_frame_idx]; UI_Frame *last_frame = &g->frames[last_frame_idx];
UI_Frame *frame = &g->frames[frame_idx]; UI_Frame *frame = &g->frames[frame_idx];
frame->window_frame = WND_BeginFrame(GPU_Format_R16G16B16A16_Float, WND_BackbufferSizeMode_MatchMonitor);
//////////////////////////////
//- Reset state
/* Reset frame data */
{ {
Arena *old_arena = frame->arena; Arena *old_arena = frame->arena;
Arena *old_rects_arena = frame->arena; Arena *old_rects_arena = frame->arena;
@ -487,9 +485,11 @@ UI_Frame *UI_BeginFrame(UI_FrameFlag frame_flags, Vec4 swapchain_color)
frame->rects_arena = old_rects_arena; frame->rects_arena = old_rects_arena;
frame->gpu_arena = old_gpu_arena; frame->gpu_arena = old_gpu_arena;
} }
frame->window_frame = WND_BeginFrame(GPU_Format_R16G16B16A16_Float, WND_BackbufferSizeMode_MatchMonitor);
frame->cl = GPU_PrepareCommandList(GPU_QueueKind_Direct);
ResetArena(frame->arena); ResetArena(frame->arena);
ResetArena(frame->rects_arena); ResetArena(frame->rects_arena);
GPU_ResetArenaFromQueue(GPU_QueueKind_Direct, frame->gpu_arena); GPU_ResetArena(frame->cl, frame->gpu_arena);
{ {
i64 now_ns = TimeNs(); i64 now_ns = TimeNs();
@ -1208,7 +1208,7 @@ void UI_EndFrame(UI_Frame *frame)
////////////////////////////// //////////////////////////////
//- Render //- Render
GPU_CommandListHandle cl = GPU_PrepareCommandList(GPU_QueueKind_Direct); GPU_ResourceHandle backbuffer = frame->window_frame.backbuffer;
{ {
////////////////////////////// //////////////////////////////
//- Build render data //- Build render data
@ -1370,9 +1370,7 @@ void UI_EndFrame(UI_Frame *frame)
////////////////////////////// //////////////////////////////
//- Push data to GPU //- Push data to GPU
u32 rects_count = ArenaCount(frame->rects_arena, UI_DRect); /* Target */
UI_DRect *rects = ArenaFirst(frame->rects_arena, UI_DRect);
GPU_ResourceHandle draw_target = GPU_PushTexture2D( GPU_ResourceHandle draw_target = GPU_PushTexture2D(
frame->gpu_arena, frame->gpu_arena,
GPU_Format_R16G16B16A16_Float, GPU_Format_R16G16B16A16_Float,
@ -1380,55 +1378,84 @@ void UI_EndFrame(UI_Frame *frame)
GPU_Layout_DirectQueue_RenderTargetWrite, GPU_Layout_DirectQueue_RenderTargetWrite,
.flags = GPU_ResourceFlag_AllowRenderTarget .flags = GPU_ResourceFlag_AllowRenderTarget
); );
Texture2DHandle draw_target_ro = GPU_PushTexture2DHandle(frame->gpu_arena, draw_target);
StructuredBufferHandle rects_sb = GPU_PushStructuredBufferFromCpu(frame->gpu_arena, cl, rects, rects_count); /* Rects */
GPU_ResourceHandle rects_buff = GPU_PushBufferFromCpu(frame->gpu_arena, frame->cl, StringFromArena(frame->rects_arena));
StructuredBufferHandle rects_ro = GPU_PushStructuredBufferHandle(frame->gpu_arena, rects_buff, UI_DRect);
GPU_SetConstant(cl, UI_ShaderConst_TargetWidth, draw_size.x); /* Params */
GPU_SetConstant(cl, UI_ShaderConst_TargetHeight, draw_size.y); UI_DParams params = ZI;
GPU_SetConstant(cl, UI_ShaderConst_Rects, rects_sb); {
GPU_SetConstant(cl, UI_ShaderConst_Sampler, GPU_GetSharedPointSampler()); params.target_size = draw_size;
params.target_ro = draw_target_ro;
params.rects = rects_ro;
params.sampler = GPU_GetSharedPointSampler();
}
GPU_ResourceHandle params_buff = GPU_PushBufferFromCpu(frame->gpu_arena, frame->cl, StringFromStruct(&params));
StructuredBufferHandle params_ro = GPU_PushStructuredBufferHandle(frame->gpu_arena, params_buff, UI_DParams);
/* Constants */
GPU_SetConstant(frame->cl, UI_ShaderConst_Params, params_ro);
////////////////////////////// //////////////////////////////
//- Dispatch shaders //- Dispatch shaders
{ GPU_DumbMemoryLayoutSync(frame->cl, draw_target, GPU_Layout_DirectQueue_RenderTargetWrite);
//- Prep rect pass
{
GPU_DumbMemoryLayoutSync(cl, draw_target, GPU_Layout_DirectQueue_RenderTargetWrite);
GPU_ClearRenderTarget(cl, draw_target, VEC4(0, 0, 0, 0));
}
//- Rect pass //- Clear pass
if (rects_count > 0) {
GPU_ClearRenderTarget(frame->cl, draw_target, VEC4(1, 0, 0, 0));
}
//- Rect pass
GPU_DumbMemoryLayoutSync(frame->cl, draw_target, GPU_Layout_DirectQueue_RenderTargetWrite);
if (GPU_CountBufferBytes(rects_buff) > 0)
{
/* Render rects */
GPU_Rasterize(frame->cl,
UI_DRectVS, UI_DRectPS,
1, GPU_GetSharedQuadIndices(),
1, &draw_target,
draw_viewport, draw_scissor,
GPU_RasterMode_TriangleList);
/* Render rect wireframes */
if (AnyBit(frame->frame_flags, UI_FrameFlag_Debug))
{ {
/* Render rects */ GPU_SetConstant(frame->cl, UI_ShaderConst_DebugDraw, 1);
GPU_Rasterize(cl, GPU_Rasterize(frame->cl,
UI_DRectVS, UI_DRectPS, UI_DRectVS, UI_DRectPS,
1, GPU_GetSharedQuadIndices(), 1, GPU_GetSharedQuadIndices(),
1, &draw_target, 1, &draw_target,
draw_viewport, draw_scissor, draw_viewport, draw_scissor,
GPU_RasterMode_TriangleList); GPU_RasterMode_WireTriangleList);
/* Render rect wireframes */
if (AnyBit(frame->frame_flags, UI_FrameFlag_Debug))
{
GPU_SetConstant(cl, UI_ShaderConst_DebugDraw, 1);
GPU_Rasterize(cl,
UI_DRectVS, UI_DRectPS,
1, GPU_GetSharedQuadIndices(),
1, &draw_target,
draw_viewport, draw_scissor,
GPU_RasterMode_WireTriangleList);
}
} }
} }
}
GPU_CommitCommandList(cl);
//- Backbuffer blit pass
GPU_DumbMemoryLayoutSync(frame->cl, draw_target, GPU_Layout_DirectQueue_ShaderRead);
GPU_DumbMemoryLayoutSync(frame->cl, backbuffer, GPU_Layout_DirectQueue_RenderTargetWrite);
{
GPU_Rasterize(frame->cl,
UI_BlitVS, UI_BlitPS,
1, GPU_GetSharedQuadIndices(),
1, &backbuffer,
draw_viewport, draw_scissor,
GPU_RasterMode_TriangleList);
}
GPU_DumbMemoryLayoutSync(frame->cl, backbuffer, GPU_Layout_AnyQueue_ShaderRead_CopyRead_CopyWrite_Present);
}
////////////////////////////// //////////////////////////////
//- End frame //- End frame
GPU_CommitCommandList(frame->cl);
WND_EndFrame(frame->window_frame, VSYNC); WND_EndFrame(frame->window_frame, VSYNC);
EndScratch(scratch); EndScratch(scratch);

View File

@ -317,6 +317,7 @@ Struct(UI_Frame)
WND_Frame window_frame; WND_Frame window_frame;
GPU_ResourceHandle backbuffer; GPU_ResourceHandle backbuffer;
GPU_CommandListHandle cl;
u64 transient_key_seed; u64 transient_key_seed;

View File

@ -1,12 +1,20 @@
////////////////////////////////////////////////////////////
//~ Constant types
ShaderConstant(StructuredBufferHandle, UI_ShaderConst_Params, 0);
ShaderConstant(b32, UI_ShaderConst_DebugDraw, 1);
Struct(UI_DParams)
{
Vec2I32 target_size;
Texture2DHandle target_ro;
StructuredBufferHandle rects;
SamplerStateHandle sampler;
};
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
//~ Rect types //~ Rect types
ShaderConstant(i32, UI_ShaderConst_TargetWidth, 0);
ShaderConstant(i32, UI_ShaderConst_TargetHeight, 1);
ShaderConstant(StructuredBufferHandle, UI_ShaderConst_Rects, 2);
ShaderConstant(SamplerStateHandle, UI_ShaderConst_Sampler, 3);
ShaderConstant(b32, UI_ShaderConst_DebugDraw, 4);
Struct(UI_DRect) Struct(UI_DRect)
{ {
Vec2 p0; Vec2 p0;

View File

@ -3,7 +3,6 @@
Struct(UI_DRectPSInput) Struct(UI_DRectPSInput)
{ {
Semantic(Vec4, sv_position); Semantic(Vec4, sv_position);
Semantic(nointerpolation u32, rect_idx); Semantic(nointerpolation u32, rect_idx);
Semantic(Vec4, background_lin); Semantic(Vec4, background_lin);
@ -23,15 +22,16 @@ Struct(UI_DRectPSOutput)
VertexShader(UI_DRectVS, UI_DRectPSInput) VertexShader(UI_DRectVS, UI_DRectPSInput)
{ {
StructuredBuffer<UI_DRect> rects = StructuredBufferFromHandle<UI_DRect>(UI_ShaderConst_Rects); UI_DParams params = StructuredBufferFromHandle<UI_DParams>(UI_ShaderConst_Params)[0];
UI_DRect rect = rects[SV_InstanceID]; StructuredBuffer<UI_DRect> rects = StructuredBufferFromHandle<UI_DRect>(params.rects);
UI_DRect rect = rects[SV_InstanceID];
Vec2 rect_uv = RectUvFromVertexId(SV_VertexID); Vec2 rect_uv = RectUvFromVertexId(SV_VertexID);
Vec2 tex_uv = lerp(rect.tex_uv0, rect.tex_uv1, rect_uv); Vec2 tex_uv = lerp(rect.tex_uv0, rect.tex_uv1, rect_uv);
Vec2 target_pos = lerp(rect.p0, rect.p1, rect_uv); Vec2 target_pos = lerp(rect.p0, rect.p1, rect_uv);
UI_DRectPSInput result; UI_DRectPSInput result;
result.sv_position = Vec4(NdcFromPos(target_pos, Vec2(UI_ShaderConst_TargetWidth, UI_ShaderConst_TargetHeight).xy), 0, 1); result.sv_position = Vec4(NdcFromPos(target_pos, Vec2(params.target_size).xy), 0, 1);
result.background_lin = rect.background_lin; result.background_lin = rect.background_lin;
result.border_lin = rect.border_lin; result.border_lin = rect.border_lin;
result.tint_lin = rect.tint_lin; result.tint_lin = rect.tint_lin;
@ -47,8 +47,9 @@ VertexShader(UI_DRectVS, UI_DRectPSInput)
PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input) PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input)
{ {
StructuredBuffer<UI_DRect> rects = StructuredBufferFromHandle<UI_DRect>(UI_ShaderConst_Rects); UI_DParams params = StructuredBufferFromHandle<UI_DParams>(UI_ShaderConst_Params)[0];
SamplerState sampler = SamplerStateFromHandle(UI_ShaderConst_Sampler); StructuredBuffer<UI_DRect> rects = StructuredBufferFromHandle<UI_DRect>(params.rects);
SamplerState sampler = SamplerStateFromHandle(params.sampler);
UI_DRect rect = rects[input.rect_idx]; UI_DRect rect = rects[input.rect_idx];
@ -132,3 +133,48 @@ PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input)
output.sv_target0 = final_color; output.sv_target0 = final_color;
return output; return output;
} }
////////////////////////////////////////////////////////////
//~ Blit
Struct(UI_BlitPSInput)
{
Semantic(Vec4, SV_Position);
Semantic(Vec2, src_uv);
};
Struct(UI_BlitPSOutput)
{
Semantic(Vec4, SV_Target0);
};
//////////////////////////////
//- Vertex shader
VertexShader(UI_BlitVS, UI_BlitPSInput)
{
Vec2 uv = RectUvFromVertexId(SV_VertexID);
UI_BlitPSInput result;
result.SV_Position = Vec4(NdcFromUv(uv).xy, 0, 1);
result.src_uv = uv;
return result;
}
//////////////////////////////
//- Pixel shader
PixelShader(UI_BlitPS, UI_BlitPSOutput, UI_BlitPSInput input)
{
UI_DParams params = StructuredBufferFromHandle<UI_DParams>(UI_ShaderConst_Params)[0];
SamplerState sampler = SamplerStateFromHandle(params.sampler);
Texture2D<Vec4> tex = Texture2DFromHandle<Vec4>(params.target_ro);
Vec2 uv = input.src_uv;
Vec4 result = tex.Sample(sampler, uv);
result = Vec4(1, 1, 0, 1);
UI_BlitPSOutput output;
output.SV_Target0 = result;
return output;
}